Killing Floor Sandbox Configuration
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Killing Floor Sandbox Configuration
Let’s look at the global game settings, mainly sandbox. Settings are located in the KillingFloor.ini file in the [KFmod.KFGameType] section.
Enabling Sandbox
To enable sandbox, you need to set the KFGameLength=3 parameter in the killingfloor.ini file in the [KFmod.KFGameType] section.
Main Parameters
KFGameLength— number of waves:0— 4 waves1— 7 waves2— 10 waves3— custom number of waves
StartingCash— amount of money when entering the map (only applies whenKFGameLength=3).MinRespawnCash— minimum amount of money when respawning after death (only applies whenKFGameLength=3).bUseEndGameBoss—trueenables Patriarch at the end of the game,false— disables.LobbyTimeout— time (in seconds) of delay in menu before map starts.bEnemyHealthBars—trueenables health bars display for all players (only applies whenKFGameLength=3).MaxZombiesOnce— maximum possible number of monsters simultaneously on the map (only applies whenKFGameLength=3).InitialWave— wave configuration number from which the game will start (only applies whenKFGameLength=3).FinalWave— wave configuration number at which the game will end (only applies whenKFGameLength=3).FriendlyFireScale— amount of damage to allies (in fractions:1.0= 100%,0.1= 10%).WaveStartSpawnPeriod— wave spawn period (recommended value: 6.000000). Decreasing the value speeds up wave appearance.
Sandbox Parameters (KFGameLength=3)
Monster List
Each line describes a monster that can be used in the game:
MonsterClasses=(MClassName="KFChar.ZombieClot",Mid="A")
MClassName— monster “name” (class).Mid— letter index (case doesn’t matter), conditional designation of monster in settings (see below).
Monster Squads
Monsters in the game spawn in groups. Each line defines the composition of one group:
MonsterSquad=4A1G
Example: 4A1G means that the group includes 4 monsters with index A and 1 with index G.
Wave Configurations
Each line sets a wave configuration:
Waves[0]=(WaveMask=196611,WaveMaxMonsters=20,WaveDuration=255,WaveDifficulty=0.000000)
[0]— wave number. Used inInitialWaveandFinalWave.WaveMaxMonsters— number of monsters in the wave per player.WaveDuration— wave duration.WaveDifficulty— wave difficulty modifier.WaveMask— numeric code that determines which squads will spawn on the wave.
How to Calculate WaveMask
Let’s say there are three groups:
MonsterSquad=4A
MonsterSquad=4A1G
MonsterSquad=2B
We need groups 2 and 3 to appear on the wave. Mentally write 1 next to each group if it should appear, and 0 if not:
0 MonsterSquad=4A
1 MonsterSquad=4A1G
1 MonsterSquad=2B
Write out the sequence of zeros and ones from bottom to top (from last to first):
110
This is a binary number. Convert it to decimal — we get 6. This value needs to be written in WaveMask for the desired wave.
Tip (Windows Calculator)
- Switch to “Engineering”/“Scientific” mode.
- Select Bin number system and enter
110. - Switch to Dec — you get
6. This is theWaveMask.